03: optimize hashmap value allocation
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5e41f8dd69
commit
c005878776
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@ -22,14 +22,23 @@ int find_empty_slot(void **map, int slots) {
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return slot;
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}
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int allocate_value(void ***map, int *slots, int bytes) {
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int empty_slot = find_empty_slot(*map, *slots);
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// If there's Nx fewer used slots than total slots in the map, find the first possible one.
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// Else reallocate the map and use the end slot
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// Then allocate an object of size BYTES and add it into the map.
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int allocate_value(void ***map, int *total_slots, int *used_slots, int bytes) {
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int half_slots = (*total_slots) / 2;
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int empty_slot = 0;
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if (empty_slot == *slots) {
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(*slots)++;
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*map = realloc(*map, sizeof(void *)*(*slots));
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if (*used_slots < half_slots) {
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empty_slot = find_empty_slot(*map, *used_slots);
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goto jump;
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}
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empty_slot = *total_slots;
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(*total_slots)++;
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*map = realloc(*map, sizeof(void *)*(*total_slots));
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jump:
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if (*map == NULL)
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return MEMERR;
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@ -37,6 +46,7 @@ int allocate_value(void ***map, int *slots, int bytes) {
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if (new_value == NULL)
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return MEMERR;
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(*used_slots)++;
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(*map)[empty_slot] = new_value;
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return empty_slot;
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@ -4,6 +4,6 @@
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#include "structs.h"
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int find_empty_slot(void **map, int slots);
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int allocate_value(void ***map, int *slots, int bytes);
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int allocate_value(void ***map, int *total_slots, int *used_slots, int bytes);
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#endif
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@ -11,11 +11,13 @@
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#define DEBUG 0x0010
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#define PORT 9080
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int objects_count = 0;
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struct object **objects_map;
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int objects_map_size = 0;
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int objects_count = 0;
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int connections_count = 0;
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struct connection **connections_map;
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int connections_map_size = 0;
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int connections_count = 0;
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void handle_player_input(struct object *obj, char *message) {
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uint8_t action = message[0];
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@ -26,8 +28,9 @@ void handle_player_input(struct object *obj, char *message) {
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if (action & LEFT_MOVEMENT)
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obj->x -= MOVEMENT_SPEED;
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if (action & JUMP_MOVEMENT) {
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obj->force -= MOVEMENT_SPEED;
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if (obj->colliding && (action & JUMP_MOVEMENT)) {
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obj->force -= MOVEMENT_SPEED * 3;
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obj->y += obj->force;
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obj->colliding = 0;
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}
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@ -35,12 +38,14 @@ void handle_player_input(struct object *obj, char *message) {
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}
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void handle_player_physics(struct object *obj) {
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if (obj->y < 200)
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obj->force += GRAVITY;
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else {
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obj->colliding = 1;
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int touching_ground = obj->y >= 200;
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if (touching_ground) {
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obj->force = 0;
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obj->y = 200;
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}
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obj->colliding = 1;
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} else
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obj->force += GRAVITY;
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obj->y += obj->force;
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}
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@ -48,7 +53,7 @@ void handle_player_physics(struct object *obj) {
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int broadcast_event(int format, int object_id) {
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struct object *obj = objects_map[object_id];
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for (int iter = 0; iter < connections_count; iter++) {
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for (int iter = 0; iter < connections_map_size; iter++) {
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struct connection *con = connections_map[iter];
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if (con == NULL)
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continue;
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@ -120,8 +125,13 @@ int handle_player(void *data) {
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SDLNet_FreeSocketSet(set);
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SDLNet_TCP_Close(connection_data->socket);
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objects_map[connection_data->obj_id] = NULL;
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objects_count--;
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connections_map[connection_data->id] = NULL;
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connections_count--;
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free(obj);
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free(data);
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@ -186,13 +196,13 @@ int main(int argc, char *argv[]) {
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fprintf(stdout, "Notice: accepted a connection from client!\n");
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int new_object_slot = allocate_value((void ***) &objects_map, &objects_count, sizeof(struct object));
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int new_object_slot = allocate_value((void ***) &objects_map, &objects_map_size, &objects_count, sizeof(struct object));
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if (new_object_slot == MEMERR) {
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fprintf(stderr, "MEMERR: failed allocating memory for new object\n");
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return STDERR;
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}
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int new_connection_slot = allocate_value((void ***) &connections_map, &connections_count, sizeof(struct connection));
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int new_connection_slot = allocate_value((void ***) &connections_map, &connections_map_size, &connections_count, sizeof(struct connection));
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if (new_connection_slot == MEMERR) {
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fprintf(stderr, "MEMERR: failed allocating memory for new connection\n");
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return STDERR;
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